Storage medium, game apparatus, game controlling method and game system
Abstract
An example non-limiting game apparatus includes a stereoscopic LDC on which an image of a displaying range that is a part of a course provided in a virtual game space is displayed as a game screen. With respect to the displaying range, a movable range obtained by analogously enlarging the displaying range is set, and each of a plurality of player objects moves within the movable range according to an operation by each player. When a time period that the player object exists outside the displaying range reaches a predetermined time period or when the player object is going to go out of the movable range, the player object is forcedly moved into the displaying range. At this time, the player object is brought into a defensive state that the player object is not affected at least with an attack by an enemy object.
Claims
exact text as granted — not AI-modifiedWhat is claimed is:
1 . A non-transitory computer readable storage medium storing a game program which is executable by a computer of a game apparatus in which each of a plurality of player objects moves within a first range in a virtual space according to an operation by each of a plurality of players, and a game screen based on a second range that is at least a part of the first range is displayed, wherein the game program causes the computer to function as:
an operation receiving portion which receives operating inputs from the plurality of players; an object controlling portion which moves respective player objects each assigned to each of the plurality of players within the first range in accordance with the operating inputs received by the operation receiving portion; a changing portion which changes, when a player object moved in accordance with an operating input by a player out of the plurality of players moves out of the second range, the player object into a defensive state defending the player object against an attack from an enemy object; a defensive object moving portion which moves the player object changed to the defensive state within at least the second range; and a returning portion which returns the player object changed to the defensive state to a state being not defended.
2 . A non-transitory computer readable storage medium according to claim 1 , wherein the changing portion changes, if and when a time period that the player object exists outside the second range reaches a predetermined time period, the player object into the defensive state.
3 . A non-transitory computer readable storage medium according to claim 1 , wherein the first range is a predetermined range that the player object is movable, and the second range is a displaying range narrower than the predetermined range.
4 . A non-transitory computer readable storage medium according to claim 3 , wherein the changing portion changes, if and when the player object is going to go out of the predetermined range, the player object into the defensive state.
5 . A non-transitory computer readable storage medium according to claim 1 , wherein the defensive object moving portion moves the player object in the defensive state within at least the second range irrespective of the operating input received by the operation receiving portion.
6 . A non-transitory computer readable storage medium according to claim 1 , wherein the returning portion returns the player object changed into the defensive state to the state being not defended after the player object is moved from outside the second range to within the second range by the defensive object moving portion.
7 . A non-transitory computer readable storage medium according to claim 1 , wherein the returning portion returns the player object in the defensive state to the state being not defended based on an action of the player object not in the defensive state.
8 . A non-transitory computer readable storage medium according to claim 7 , wherein the returning portion returns, if and when the player object not in the defensive state is brought into contact to the player object in the defensive state, the player object in the defensive state to the state not being defended.
9 . A non-transitory computer readable storage medium according to claim 7 , wherein the returning portion returns, if and when a moving object which is moved based on an action of the player object not in the defensive state is brought into contact with the player object in the defensive state, the player object in the defensive state to the state not being defended.
10 . A non-transitory computer readable storage medium according to claim 1 , wherein the game program further causes the computer as an object displaying portion which displays the player object in the defensive state from the player object not in the defensive state in an identifiable manner.
11 . A non-transitory computer readable storage medium according to claim 10 , wherein the object displaying portion displays the player object in the defensive state inside a predetermined object.
12 . A non-transitory computer readable storage medium according to claim 5 , wherein the defensive object moving portion moves the player object in the defensive state within the second range from a position that the player object went out of the second range.
13 . A non-transitory computer readable storage medium according to claim 5 , wherein the defensive object moving portion moves the player object in the defensive state to a center of the second range.
14 . A non-transitory computer readable storage medium according to claim 5 , wherein the defensive object moving portion moves the player object in the defensive state so as to approach a specific player object not in the defensive state out of the plurality of player objects.
15 . A non-transitory computer readable storage medium according to claim 14 , wherein the game program further causes the computer as a range moving portion which moves the second range in accordance with the position of the specific player object.
16 . A non-transitory computer readable storage medium according to claim 1 , wherein the first range has a shape obtained by analogously enlarging the second range.
17 . A game apparatus which each of a plurality of player objects moves within a first range in a virtual space according to an operation by each of a plurality of players, and a game screen based on a second range that is at least a part of the first range is displayed, comprising:
an operation receiving portion which receives operating inputs from the plurality of players; an object controlling portion which moves respective player objects each assigned to each of the plurality of players within the first range in accordance with the operating inputs received by the operation receiving portion; a changing portion which changes, when a player object moved in accordance with an operating input by a player out of the plurality of players moves out of the second range, the player object into a defensive state defending the player object against an attack from an enemy object; a defensive object moving portion which moves the player object changed to the defensive state within at least the second range; and a returning portion which returns the player object changed to the defensive state to a state being not defended.
18 . A game controlling method for a computer in which each of a plurality of player objects moves within a first range in a virtual space according to an operation by each of a plurality of players, and a game screen based on a second range that is at least a part of the first range is displayed, wherein the computer performing:
(a) receiving operating inputs from the plurality of players; (b) moving respective player objects each assigned to each of the plurality of players within the first range in accordance with the operating inputs received in the step (a); (c) changing, when a player object moved in accordance with an operating input by a player out of the plurality of players moves out of the second range, the player object into a defensive state defending the player object against an attack from an enemy object; (d) moving the player object changed to the defensive state within at least the second range; and (e) returning the player object changed to the defensive state to a state being not defended.
19 . A game system in which each of a plurality of player objects moves within a first range in a virtual space according to an operation by each of a plurality of players, and a game screen based on a second range that is at least a part of the first range is displayed, comprising:
an operation receiving portion which receives operating inputs from the plurality of players; an object controlling portion which moves respective player objects each assigned to each of the plurality of players within the first range in accordance with the operating inputs received by the operation receiving portion; a changing portion which changes, when a player object moved in accordance with an operating input by a player out of the plurality of players moves out of the second range, the player object into a defensive state defending the player object against an attack from an enemy object; a defensive object moving portion which moves the player object changed to the defensive state within at least the second range; and a returning portion which returns the player object changed to the defensive state to a state being not defended.Join the waitlist — get patent alerts
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